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More Maps From Old Maps


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#1 SOL Ranger

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Posted 01 January 2016 - 03:31 PM

Would you want PGI to create new maps from the already old maps, some of which are extremely large as well, I'm thinking of two huge maps in particular, Alpine and Forest Colony.


What if they took both maps, divided them separately into two additional maps making Alpine 1 & 2 and Forest Colony 1&2 sub maps.

Alternatively even 3 if keeping also the large version in the rotation with the new two smaller ones, or even four smaller ones for that matter changing up things if one would quarter up the largest maps, and even more doing all of it.

Now:
  • Alpine, Huge.
  • Forest Colony, Huge
Suggestion 1:

Halve(H) the huge maps and add them to the circulation instead.
  • Alpine H1, Big
  • Alpine H2, Big
  • Forest Colony H1, Big
  • Forest Colony H2, Big
Suggestion 2:

Quarter(Q) the huge maps and add them into the circulation instead.
  • Alpine Q1, Medium
  • Alpine Q2, Medium
  • Alpine Q3, Medium
  • Alpine Q4, Medium
  • Forest Colony Q1, Medium
  • Forest Colony Q2, Medium
  • Forest Colony Q3, Medium
  • Forest Colony Q4, Medium
Suggestion 3:


Essentially all of the above and what exists now put into circulation.
  • Alpine, Huge.
  • Forest Colony, Huge
  • Alpine H1, Big
  • Alpine H2, Big
  • Forest Colony H1, Big
  • Forest Colony H2, Big
  • Alpine Q1, Medium
  • Alpine Q2, Medium
  • Alpine Q3, Medium
  • Alpine Q4, Medium
  • Forest Colony Q1, Medium
  • Forest Colony Q2, Medium
  • Forest Colony Q3, Medium
  • Forest Colony Q4, Medium
Suggestion 3 would create 12 new combat variations of the two maps, and still allow the rare instances of those huge versions to persist as well.


Not only would the downsizing of the maps then offer more combat variation and gameplay with extremely minor work, they also would also add more assault friendly maps overall for the pug queue, whilst still keeping the rarer huge maps as interesting flavour. Even the quartered maps of the exceptionally huge maps would still be acceptably sizeable, but making sizes vary greatly would also add interesting dynamic properties to consider in one's build, I think keeping the huge maps is a desirable thing even when considering mechs builds, being slow and heavy should have drawbacks of mobility, and where else is this noticeable than on huge maps, normalising the game isn't a good idea at all.


This could also be done to all of the moderately larger sized maps, halving them for instance and allowing them to be used as individual maps, River city for is a good example of a map which could be split into two versions/sides, Terra therma could easily be expanded into a less tower assault version and halved, moving combat into previously largely unexplored areas of the maps by simply limiting and downsizing the maps.

Another way to accomplish this is to create dynamic map boundaries for each game upon creation, in my opinion the superior solution, creating "confrontations" in different areas of any map, although I doubt PGI are interested in exploring such development, it would require significantly more work than simply cropping old maps.

I simply don't like the idea of reducing or staying on a stagnated number of maps when we could have so many different ones so easily.


Disclaimer: Don't take examples too literally in this presented text, this is a suggestion of a concept and a discussion of said concept, nothing else, not a ready to implement design of anything; If something does not seem to instantly work out think of a way it can and assume the intention is to make it work in the end.

#2 Sandpit

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Posted 01 January 2016 - 03:42 PM

No smaller maps for me. Smaller maps were and are boring, predictable, and severely hamper the usefulness of scouts and such.

All on board for bigger maps though. 12v12 is simply too much for smaller maps though.

#3 Lyoto Machida

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Posted 01 January 2016 - 04:08 PM

View PostSandpit, on 01 January 2016 - 03:42 PM, said:

No smaller maps for me. Smaller maps were and are boring, predictable, and severely hamper the usefulness of scouts and such.

All on board for bigger maps though. 12v12 is simply too much for smaller maps though.


So what happens when 4v4 CW drops get added then?

#4 Sandpit

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Posted 01 January 2016 - 04:26 PM

View PostLyoto Machida, on 01 January 2016 - 04:08 PM, said:

So what happens when 4v4 CW drops get added then?

That's a CW specific drop, nothing to do with this discussion

#5 Lyoto Machida

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Posted 01 January 2016 - 04:32 PM

View PostSandpit, on 01 January 2016 - 04:26 PM, said:

That's a CW specific drop, nothing to do with this discussion


So 4v4 on even larger CW maps have nothing to do with this discussion? You do realize they could use his idea in CW, right? But I suppose that discussion is for another subforum...

#6 Alistair Winter

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Posted 01 January 2016 - 04:34 PM

They could effectively do the same thing by just creating random spawn points in relative close proximity to each other, to encourage fighting in different parts of the map.

I am completely puzzled by PGI's decision to make the new maps 4 times as big, yet ensuring that the fighting takes place in exactly the same places as before. They basically did all that work to just make the initial walk from the drop zones a tiny bit longer. Most of the new areas of the map, you don't even see in the average match, much less fight on.

So yeah, whether they chop them up or just create random spawn points, they need to do something. So far, all the time and money spent on new maps was partially wasted. In the case of Caustic, some people argue that it was a complete waste. (Not me, but I see their point)

#7 Lyoto Machida

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Posted 01 January 2016 - 04:38 PM

View PostAlistair Winter, on 01 January 2016 - 04:34 PM, said:

They could effectively do the same thing by just creating random spawn points in relative close proximity to each other, to encourage fighting in different parts of the map.

I am completely puzzled by PGI's decision to make the new maps 4 times as big, yet ensuring that the fighting takes place in exactly the same places as before. They basically did all that work to just make the initial walk from the drop zones a tiny bit longer. Most of the new areas of the map, you don't even see in the average match, much less fight on.

So yeah, whether they chop them up or just create random spawn points, they need to do something. So far, all the time and money spent on new maps was partially wasted. In the case of Caustic, some people argue that it was a complete waste. (Not me, but I see their point)


Random cap points are too difficult (for them) to implement. Or they don't see the need...probably because they don't play this game.

#8 Alistair Winter

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Posted 01 January 2016 - 04:57 PM

View PostLyoto Machida, on 01 January 2016 - 04:38 PM, said:

Random cap points are too difficult (for them) to implement. Or they don't see the need...probably because they don't play this game.

Too busy playing pen and paper Battletech?

#9 Lyoto Machida

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Posted 01 January 2016 - 05:04 PM

View PostAlistair Winter, on 01 January 2016 - 04:57 PM, said:

Too busy playing pen and paper Battletech?


Probably...I mean, who runs a SHS K2???

#10 Sandpit

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Posted 01 January 2016 - 05:07 PM

View PostLyoto Machida, on 01 January 2016 - 04:32 PM, said:

So 4v4 on even larger CW maps have nothing to do with this discussion? You do realize they could use his idea in CW, right? But I suppose that discussion is for another subforum...

considering he's not talking about CW maps? No it doesn't ;)

I know, but we're getting way too many discussions diluted with off-topic stuff. It's getting hard to keep ideas and discussions going like that. :(

View PostAlistair Winter, on 01 January 2016 - 04:34 PM, said:

They could effectively do the same thing by just creating random spawn points in relative close proximity to each other, to encourage fighting in different parts of the map.

I am completely puzzled by PGI's decision to make the new maps 4 times as big, yet ensuring that the fighting takes place in exactly the same places as before. They basically did all that work to just make the initial walk from the drop zones a tiny bit longer. Most of the new areas of the map, you don't even see in the average match, much less fight on.

So yeah, whether they chop them up or just create random spawn points, they need to do something. So far, all the time and money spent on new maps was partially wasted. In the case of Caustic, some people argue that it was a complete waste. (Not me, but I see their point)

I always thought random spawn points would be a much easier solution. stop splitting up the teams and just have random spawn points for the entire team. Changes attack avenues, angles, etc.

#11 Alistair Winter

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Posted 01 January 2016 - 05:08 PM

View PostLyoto Machida, on 01 January 2016 - 05:04 PM, said:

Probably...I mean, who runs a SHS K2???

Sorry, what is that a reference to?

#12 Lyoto Machida

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Posted 01 January 2016 - 05:12 PM

View PostAlistair Winter, on 01 January 2016 - 05:08 PM, said:

Sorry, what is that a reference to?


An old anecdote about Paul's favorite mech:

http://mwomercs.com/...ue/page__st__20

#13 Alistair Winter

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Posted 01 January 2016 - 05:28 PM

View PostLyoto Machida, on 01 January 2016 - 05:12 PM, said:

An old anecdote about Paul's favorite mech:

http://mwomercs.com/...ue/page__st__20

LMAO! I'm speechless.

#14 Tarogato

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Posted 01 January 2016 - 06:01 PM

A few samples from my Spawn Variants thread from a while ago: http://mwomercs.com/...spawn-variants/




Posted Image

Posted Image

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Edited by Tarogato, 01 January 2016 - 06:02 PM.


#15 sycocys

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Posted 01 January 2016 - 06:15 PM

Why on earth would you want smaller maps? Every single map is too small and designed to be an arena as it is - Forest and Alpine are the only two maps that are even mechwarrior-esque and they are still far too small and have terrible drop/capture points.

#16 Wolfways

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Posted 01 January 2016 - 06:23 PM

View PostLyoto Machida, on 01 January 2016 - 05:12 PM, said:

An old anecdote about Paul's favorite mech:

http://mwomercs.com/...ue/page__st__20

To be fair, that was 2012 and there were more mech builds in general and even stock mechs were viable (loved my stock CPLT-k2 and CPLT-k3 :) )

#17 5LeafClover

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Posted 02 January 2016 - 05:01 AM

+1 for mixing up the spawn points. The games may not always be so balanced every time (?), but thats far outweighed by the fact they'd be more varied and fun.

Also, it would take negligible effort to do, so doesnt sap resources from other developments.

#18 Coolant

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Posted 02 January 2016 - 08:32 AM

I realize it is not as simple as just removing the boundary on current maps, but it has to be easier than a full-map or full map remake, so +1 to OP suggestion.

I really wish they would bring back the old versions of Caustic, Forest, and River just so there are more maps.

#19 adamts01

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Posted 02 January 2016 - 09:15 AM

View PostTarogato, on 01 January 2016 - 06:01 PM, said:

A few samples from my Spawn Variants thread from a while ago: http://mwomercs.com/...spawn-variants/

That's some awesome stuff. Sooooo easy to do. And would completely mix things up. Everyone is so set in these ******** grooves of where to go, you don't have to scout whatsoever. I'd guess 1/10 matches on bog has one of the teams go somewhere besides right. And the Candy Mountain "problem" is a complete non-issue.

Love it.





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